/Engine/Source/Runtime/Engine/Classes/Components/ExponentialHeightFogComponent.h
Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
class UExponentialHeightFogComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
bool
bEnableVolumetricFog
Whether to enable Volumetric fog.
bool
bOverrideLightColorsWithFogInscatteringColors
Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color.
float
DirectionalInscatteringExponent
Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light.
FLinearColor
DirectionalInscatteringLuminance
Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light.
float
DirectionalInscatteringStartDistance
Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light.
float
FogCutoffDistance
Scene elements past this distance will not have fog applied.
float
FogDensity
Global density factor.
float
FogHeightFalloff
Height density factor, controls how the density increases as height decreases.
FLinearColor
FogInscatteringLuminance
float
FogMaxOpacity
Maximum opacity of the fog.
float
FullyDirectionalInscatteringColorDistance
Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
TObjectPtr< cla...
InscatteringColorCubemap
Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky.
float
InscatteringColorCubemapAngle
Angle to rotate the InscatteringColorCubemap around the Z axis.
FLinearColor
InscatteringTextureTint
Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
float
NonDirectionalInscatteringColorDistance
Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
FExponentialHei...
SecondFogData
Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.
FLinearColor
SkyAtmosphereAmbientContributionColorScale
Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog.
float
StartDistance
Distance from the camera that the fog will start, in world units.
FColor
VolumetricFogAlbedo
The height fog particle reflectiveness used by volumetric fog.
float
VolumetricFogDistance
Distance over which volumetric fog should be computed, after the start distance.
FLinearColor
VolumetricFogEmissive
Light emitted by height fog.
float
VolumetricFogExtinctionScale
Scales the height fog particle extinction amount used by volumetric fog.
float
VolumetricFogNearFadeInDistance
Distance over which volumetric fog will fade in from the start distance.
float
VolumetricFogScatteringDistribution
Controls the scattering phase function - how much incoming light scatters in various directions.
float
VolumetricFogStartDistance
Distance from the camera that the volumetric fog will start, in world units.
float
VolumetricFogStaticLightingScatteringIntensity